Mobile device-driven virtual reality is the next best thing, and the market for peripherals is increasing. We ourselves have had a chance to check out some headset hardware this past year.

Of course, a headset — and by extension, the virtual reality experience itself — is mostly defined by the software it works with. In other words, what’s the point in having snazzy hardware with nothing good to use it with?

In our recent review of the Merge Virtual Reality Headset, we came across something familiar: a game called Caaaaardboard! (no, that isn’t a stick keyboard). You see, this game is an old friend; we reviewed its “regular” iteration AaaaaAAaaaAAAaaAAAAaAAAAA!!! (also not a typo) a while back. Caaaaardboard! is simply a version of the original optimized for the virtual reality hardware.

We’ll get straight to the point. We liked that, and certainly like this.

The concept is quite simple. As in the original, it makes sense to conceptualize it as a digital base jumping exercise. The game is presented in first person view, so one gets a good view of the action. Is starts as a jump from a very, very high building, and this game, to say the skyscrapers are densely packed is easily an understatement. There are waypoints on the way down, and the idea is to control the action with ones head, to hopefully score points by going through the waypoints, while simultaneously hitting buildings. The end target it to make it right to the marked landing spot towards the bottom.

The trick is in picking one’s poison. Yes, those point areas are oh so appealing, but getting to them usually has the player cutting it pretty close.

It translates well to the virtual reality headset, even though one’s neck should get a decent workout; the simplicity makes the game work well, even if one might yearn for some more elements.

All in all, for what is essentially a remade game, this one does a good job of bringing VR to mobile life.

The first thing one needs to understand that AaaaaAAaaaAAAaaAAAAaAAAAA!!! is not a misnomer. It’s actually an abbreviation of the craziness this game brings.

Think of it as digital base jumping…on steroids.

It’s in first person perspective, with plenty of views to be had on the interminable way down. The gameplay starts off with a pop, and the graphics make up a good post of the first impressions. Hitting play starts a seemingly ensured drop, and in the opening level, squeaking through high rises and tough spots to stay alive long enough to deploy the chute. The addition of point markers elevates the gameplay to arcade-type levels. These markers are worth points, and encourage the jumper to make contact.

Thus, control is a big part of the game, and in this game it is well done. Hiding through the air is achieved via tilting, and it mostly feels intuitive. Tilting can also be used to accomplish proximity stunts like â€œkissesâ€ and â€œhugsâ€ that notch big points.

So, in essence, the game is about catching big, big air while diving down through curiously crafted structures and accumulating points while avoiding damage to life and limb. Deploy the parachute at the right time and lands in the designated area. Well, don’t forget the scoffing crowds and upgrades that allow for graffiti creatives to leave their mark on Philly’s skyscrapers.

Now, depending on the quality of the jump and points accumulated, â€œteethâ€ are earned. Teeth serve as in-game cash. There are a lot of mostly locked levels, and it takes earned teeth to unlock these restricted levels adjacent to open ones. It also costs teeth to access the aforementioned upgrades. Smashing through scoring plates and gesturing at onlookers help garner points, but also make getting to the bottom that much easier.

Outside of the extras, the game does lean towards being one-dimensional. For the overly attentive, the buildings might look illogical, but for the most part the game looks good.